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Shigaku

School-Life Sandbox • Roblox

group2.8K
visibility770.5K+

Shigaku Wiki

scheduleLast edited: Sep 27, 2026
Shigaku key art showing a purple-eyed girl in a maroon school blazer biting a yellow flower while a dark-haired boy in the same uniform looks back, with the Shigaku logo and エリートの教室 tagline over a glass school building and cherry blossoms

Shigaku is a Roblox school-life sandbox on an open Japanese high-school campus inspired by Classroom of the Elite, where codes pay rerolls, rerolls rewrite your student, and fighting styles decide how every fight ends. This wiki hub covers codes, rerolls, class points, combat systems, and the campus activities that feed them.

Shigaku at a Glance

StatValueSource
Active Players2,803Roblox games
Visits770.5K+Roblox games
Favorites44,459Roblox games
Server Size30Roblox games
Game PassUnlock All 3 SlotsRoblox games

Lore & Trivia

Shigaku is a Roblox school-life sandbox built around an open Japanese high-school campus, and almost nothing on it is handed to you: codes pay rerolls, rerolls rewrite your student, fighting styles decide how a fight ends, and class points quietly rank every server against each other. This Shigaku wiki maps those systems in one place so you can spend a first session knowing which rolls actually matter and which activities move your class.

Verified by RoboLibrary Editorial on September 27, 2026: Game identity, developer attribution, server size, platform support, player counts, and the single game pass were read from the official Shigaku listing and its public platform data. Rarity percentages, style perk lines, workout levels, control binds, class point rules, and the seven live code strings were cross-checked against the developer's public board and its Update Log v.001, plus four independent code listings refreshed during the launch window and recorded launch-week gameplay. Frame-level timing values are written as the developer published them and move with balance patches.

What Shigaku Is and How the Campus Loop Works

The official description is deliberately thin: a Classroom of the Elite slice-of-life experience with no quest markers and no tutorial checklist. In practice the loop is a campus sandbox. You choose a student at the title screen, attend class or skip it, and then pick from a menu of systems that run in parallel rather than in sequence.

Two structural facts shape everything else. First, the game is a social space first: the server cap is 30, the listing supports PC, mobile, and console together, and the phone is the main social tool rather than a combat tool. Second, the campus is divided into safe zones and open zones. Combat is disabled in safe zones, and the September 26 patch moved that boundary around: the courts stopped counting as a safe haven, the recreation centre became one, gym safe-zone doors became solid while you are in combat, and the gym now shows its own refusal message instead of walking you back outside.

The campus itself is compact enough to learn in one session. Outside leads to the Shigaku High entrance, the gym, the archery grounds, the basketball court, and the volleyball court. Inside, the first floor holds Class 1-A, 1-B, 1-C and Study Hall #1, the second floor adds 2-A, 2-B, 2-C, Study Hall #2 and the music room, and the third floor gives access to the rooftop.

Class Points and the Global Class Ladder

Classes are the closest thing Shigaku has to a progression track, and they arrived with Update Log v.001. Every student starts in Class D, and your current class is displayed above your character's head, so you can read the hierarchy of a server at a glance.

Points come from a wider set of sources than a pure PvP ladder would suggest:

  • Winning sports matches
  • Winning rated chess
  • Winning tournament fights
  • Performing well in exams
  • Knocking other players down
  • Spending time around your own classmates

Several guard rails keep the ladder from turning into a farming contest. Beating a student from a higher class is worth more than beating a peer. Fight points have a daily limit, and the same opponent cannot keep feeding you points. Losing costs fewer points than winning awards, and a player who is jumped and never swings back loses nothing at all. Class points only accumulate on public servers, so private-server grinding does not move the ladder.

Two limits matter for planning. Class B and Class A are locked as of Update Log v.001 and are marked as coming in a future update, so every account currently tops out inside the C and D range. Class-exclusive uniforms are also announced but not yet live. Because the ladder is stacked globally across every class rather than per server, your class reflects the whole player base, not the 30 students in your instance.

Rerolls, Rolls, and What They Change

Rerolls are the spine of Shigaku's economy, and codes exist almost entirely to supply them. The same currency is spent across three screens, and that is why code priority is simple: any string you redeem converts directly into more attempts at a face, a hair style, a surname, or a fighting ability.

The three consumption points are:

  • Identity and Profile rolls — first and last name, gender, ethnicity, birthday, greeting, ringtone, and height. Ethnicity is the gate here rather than a cosmetic: Japanese is a 95 percent roll and the remaining 46 ethnicities each sit at roughly 0.109 percent, and ethnicity shifts your average height plus hair and skin tone options.
  • Appearance rolls — hair, facial hair, eyes, mouth, hair colour, skin tone, and scars. Eye and mouth rolls are banded by rarity rather than uniform.
  • Fighting ability rolls — the reroll that matters competitively, because it is the only route to the Epic and Shiny style bands.

The September 26 patch rebuilt how these rolls behave as much as what they can produce. Rare hair and rare styles now ask for confirmation before a roll overwrites them, double-tapping a reroll no longer charges twice, and a reroll that animates without changing anything now tells you why instead of silently doing nothing. If a roll looks like it did not land, the first thing to check is the protection prompt rather than your reroll count.

Fighting Styles, Rarities, and Style Perks

Fighting styles are rolled, not bought, and the band you land in decides the toolkit you build around for a while. The developer's own rarity split is unusually blunt about how rare the top end is, and it is worth internalising before you burn rerolls chasing a 0.001 percent outcome.

RarityRoll chanceStyles in band
Common78%Basic
Uncommon21%Boxing, Karate
Epic1%Fist of Flowing Water, Taekwondo
Shiny0.001%Shiny Boxing, Shiny Karate, Shiny Fist of Flowing Water

Each style carries two or three named perks that change how you are supposed to fight rather than simply adding damage:

  • Basic — Composure adds 25 posture regeneration rate and cuts regeneration delay by 45 percent; Counterpunch adds 15 damage for 2.5 seconds after every parry.
  • Boxing — Slip keeps your combo alive through a dash and grants a 20 percent larger parry window for 1.2 seconds after a whiff; Combination cuts attack delay by 30 percent for one second after a landed hit.
  • Karate — Closing Step adds 40 percent forward step on every landed hit; Kime cuts string recovery by 60 percent after a full combo. Karate M1 damage was also raised from 4 to 5 in the September 26 balance pass.
  • Fist of Flowing Water — Parrying enters Flow for five seconds for 30 percent more damage; blocked hits cost 40 percent less posture and a parry sheds 50 percent more; its special critical is a counter stance that knocks attackers back.
  • Taekwondo — Chamber cuts critical windup by 35 percent for five seconds after a landed finisher; Footwork adds 20 percent dash distance.

Shiny variants are documented as work in progress with no behavioural difference from their base versions, so a Shiny roll is currently a collection item rather than a competitive upgrade. Action lives in the Shigaku combat page, which covers the parry windows and crit rules these perks are balanced against.

Campus Activities That Pay Class Points

Most of the campus exists to feed class points or stats, and the activities are more mechanical than the "slice of life" label suggests.

Workouts use timing minigames instead of a hold-to-fill bar, and each one trains a different attribute. Bench press asks you to tap the side the drifting bar leans away from before it reaches an edge. Dumbbells ask you to keep a curl pace inside a marked band, punishing both too fast and too slow. Deadlift slips both hands and waits for one to turn red before you re-grip, and mashing early costs you that hand. Treadmill alternates left and right presses, one per stride, with a stumble if you double up on the same foot. Every workout runs off a stamina bar; hitting zero applies the winded state, and treadmill training is what lengthens that bar.

Workout levels are time-based rather than experience-based, and each attribute scales on its own curve. Bench press, deadlift and treadmill step in increments of ×1.02 per level up to ×1.1 at level 5, while dumbbells step in ×1.015 increments to ×1.075. Bench press and deadlift share the health pool, so they stack. Muscle tiers track total hours: untrained at zero, minimal at 0.5 hours, acceptable at 2 hours, dedicated at 6 hours, and relentless at 12 hours, with lift capacity climbing from 45 LB to 245 LB across those tiers.

Sports and games cover basketball, volleyball, and archery, plus rated chess and the instruments in the music room. Volleyball, basketball, and archery all sit in the same activity group, and winning a sports match is an explicit class point source. Rated chess is the other repeatable competitive payout. Instruments and the emote wheel cover the social side.

Phone apps are where the sandbox's stranger corners live. Alongside Messages, Contacts, a call log and a camera, the phone hosts a wallet, a games folder, Life360, Tune, Nico, and Lifekit. The wallet handles bank transfers, and one line in the patch notes confirms gifts now arrive as a personal notice instead of a server-wide announcement.

Controls

Shigaku runs one control set across PC, mobile, and console, with combat bindings layered on top of the movement set. The official listing advertises T for fighting style, Ctrl for the phone, C for carry, G for grip, and K for the emote wheel; the developer board adds the full list.

ActionPC bind
Move / sprint / jumpW/A/S/D, Shift, Spacebar
DashQ
InteractE or C
MenuM
PhoneCtrl
Combat stanceT
Free cameraShift + L
Change POVV
Emote menuK
Hide UIL
Shift lockLeft Alt
Phone recordJ

Inside combat stance the layout changes: left mouse button attacks, F blocks or parries, R fires the critical, Q dashes, C carries a downed opponent, G grips, and T exits the stance.

Game Passes and Character Slots

There is exactly one game pass. Unlock All 3 Slots costs 499 Robux and unlocks all three character slots at once. Without it, the progression is staggered: the first slot is available immediately, the second unlocks through playtime, and the third requires Robux. Because identity, appearance, and fighting style are all rolled per character, a second slot is effectively a second reroll economy rather than a cosmetic extra.

What Is Still Locked or Unconfirmed

Two systems are documented on the developer board but not yet playable, and they are worth separating from live features. Class B, Class A, and class-exclusive uniforms are explicitly marked as future content. Exams exist as a card marked work in progress, with a question-mark title, so exam scoring rules cannot be written yet even though doing well in exams is listed as a class point source.

Dorms and jobs were promised in pre-release promotion and are not confirmed as live systems, so treat any guide that sends you looking for a dorm room or a job board as describing content that has not shipped.

If a code from the table in the Shigaku codes page is refused, the cause is usually a stale server rather than a wrong string: the live build was updated on September 26, 2026, and servers running the previous build can reject strings added in the newer one.

Change Log

  • 2026-09-27: Added the Shigaku wiki hub with fighting style rarities and perk lines, class point rules from Update Log v.001, workout level curves, campus activity list, control table, game pass detail, and the locked-content summary.

FAQ

Do you need codes to get a strong fighting style?

No, but codes are the cheapest route to trying. Every code reward is rerolls, and fighting abilities are rerolled through the same currency the Appearance screen spends. The rarity bands do not bend for codes: Epic stays at 1 percent and Shiny stays at 0.001 percent, so codes buy attempts rather than outcomes.

Which fighting style should a new player stop rerolling on?

Boxing is the practical early stop. It sits in the 21 percent Uncommon band and its two perks both patch beginner weaknesses: Slip keeps a combo alive through a panic dash and widens the parry window after a whiff, while Combination cuts attack delay after a landed hit. Karate is the other Uncommon option and trades that forgiveness for forward pressure with Closing Step and Kime.

Why does a workout sometimes refuse to start?

The stamina bar is shared logic across all four workouts, and the winded state locks you out after it empties. Since treadmill training is what extends the bar, a player who only ever lifts will hit winded faster and more often than one who splits time between the treadmill and the weights.

Do class points work on private servers?

No. Update Log v.001 states class points only count on public servers, and matches only pay out on servers where the global ladder is active. Private servers remain useful for undisturbed practice, but nothing earned there moves your class.

Is Shigaku the same as Gakuran or Rintama High?

They are separate experiences with different developers and different systems. Shigaku sits in the same Japanese school-life niche and is frequently compared to both, but its progression ladder is class points, its currency is rerolls, and its roster of fighting styles is its own. Numbers from those games do not carry across.

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